C a l e b F l o s k y

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Latest Project: "Miskatonic" Please delete your cookies for this website if incorrect game appears.

My Role: AI, Camera and Dialogue, Maze, and Player Programming

"Miskatonic" was a project made in MSU's MI 445 Game Design and Development I class. During this project, I was in charge of the AI, Camera and Dialogue, Maze Generation, and Player Programming. In this game, the player embodies an ancient entity, Labgoroth. Use your powers to manipulate human psyches and cultivate fear. With each move, amplify terror in the AI-controlled humans as they attempt to flee, ultimately allowing Labgoroth to fully manifest once their fear reaches its peak.

A b o u t M e

Hello! I'm Caleb Flosky, and I'm a passionate Junior majoring in Computer Science at Michigan State University. Currently, I'm enrolled in MI 445 at the MSU Game Design Minor. On top of that, I am a Gameplay Programming at Spartasoft Studio, a Game Design Studio club. We're working on a project titled "Grave", a single-player 3D action game inspired by Hades. Video games have always been a big part of my life, and I'm thrilled to be able to contribute to the industry that has given me so much joy. I'm always eager to connect with fellow enthusiasts, so feel free to reach out!

R e s u m e

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Spell Forge

In Development

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My Role: Gameplay Programming & Spell System Design

"Spell Forge" is a competitive roguelike spell-crafting game currently in development by a team of five in my MI 455 class, where players collect components to forge custom spells before battling each other in fast-paced, free-for-all duels. After each crafting phase, players fight using their spells—whoever wins three rounds first is crowned the victor. I implemented the game’s modular spell system and co-designed the spells, creating individual components and defining how they interact.

Marble Game

Released: February 22nd, 2025

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My Role: Networking Programming & Systems Programming

"Marble Game" is a multiplayer zombie tag experience designed for planetarium projection. Developed by a team of five during my MI 455 class, the game lets players join using their phones as one becomes the zombie and others try to avoid infection—until only one remains. I was responsible for developing the WebSocket to Unity connection, implementing the game loop to manage rounds and transitions, and converting gameplay into a visual format optimized for the planetarium dome, creating a unique and immersive group experience.

Crazy Cash! Needs to Pay Rent

Released: December 12th, 2024

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My Role: Environment Programming & Systems Programming

"Crazy Cash! Needs to Pay Rent" is a fast-paced dungeon crawler developed in a team of seven during my MI 445 class, the game challenges players to help Cash scrounge up rent money in just 7 in-game days—by diving headfirst into trap-filled, randomly generated dungeons. I implemented the auto-generating level system, the day-based game loop, and the end sequence. These systems brought the game's core loop to life, encouraging players to keep exploring, collecting, and surviving as the pressure mounts.

Grave

Released: December 10th, 2024

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My Role: Gameplay Programming

"Grave" is a game developed by Spartasoft Studio, made and released in the Fall of 2024. On the programming team, my focus is strictly on the gameplay aspect, including the player mechanics and gameplay loop, most of my focus was on the players caches, stats, and collectables throughout the game. This single-player experience is a 3D action game inspired by Hades, where players control the Rook, a demonic spawn caught in a dark, medieval conflict between two rival necromancers.

Maybe Mayhem

Released: February 4th, 2024

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My Role: Animation, Ragdoll, Level Design, Player Movement Programming

"Maybe Mayhem" was a project made during the Spartasoft February 2024 Game Jam. During this project, I was in charge of the Animations, Ragdoll, Level Design for the first and third level, and Player Controls. This game follows Free Scavenger's Journey with the goal of jumping and avoiding obstacles that are in his way. This game won "Best Level Design" Award for the Game Jam!